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<div class="title">nkast.Aether.Physics2D.Common.PhysicsLogic Namespace Reference</div>  </div>
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<tr class="memitem:"><td class="memItemLeft" align="right" valign="top">class &#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classnkast_1_1_aether_1_1_physics2_d_1_1_common_1_1_physics_logic_1_1_breakable_body.html">BreakableBody</a></td></tr>
<tr class="memdesc:"><td class="mdescLeft">&#160;</td><td class="mdescRight">A type of body that supports multiple fixtures that can break apart.  <a href="classnkast_1_1_aether_1_1_physics2_d_1_1_common_1_1_physics_logic_1_1_breakable_body.html#details">More...</a><br /></td></tr>
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<tr class="memitem:"><td class="memItemLeft" align="right" valign="top">struct &#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="structnkast_1_1_aether_1_1_physics2_d_1_1_common_1_1_physics_logic_1_1_controller_filter.html">ControllerFilter</a></td></tr>
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<tr class="memitem:"><td class="memItemLeft" align="right" valign="top">class &#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classnkast_1_1_aether_1_1_physics2_d_1_1_common_1_1_physics_logic_1_1_filter_data.html">FilterData</a></td></tr>
<tr class="memdesc:"><td class="mdescLeft">&#160;</td><td class="mdescRight">Contains filter data that can determine whether an object should be processed or not.  <a href="classnkast_1_1_aether_1_1_physics2_d_1_1_common_1_1_physics_logic_1_1_filter_data.html#details">More...</a><br /></td></tr>
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<tr class="memitem:"><td class="memItemLeft" align="right" valign="top">class &#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classnkast_1_1_aether_1_1_physics2_d_1_1_common_1_1_physics_logic_1_1_physics_logic.html">PhysicsLogic</a></td></tr>
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<tr class="memitem:"><td class="memItemLeft" align="right" valign="top">struct &#160;</td><td class="memItemRight" valign="bottom"><b>ShapeData</b></td></tr>
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<tr class="memitem:"><td class="memItemLeft" align="right" valign="top">class &#160;</td><td class="memItemRight" valign="bottom"><b>RayDataComparer</b></td></tr>
<tr class="memdesc:"><td class="mdescLeft">&#160;</td><td class="mdescRight">This is a comprarer used for detecting angle difference between rays <br /></td></tr>
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<tr class="memitem:"><td class="memItemLeft" align="right" valign="top">class &#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classnkast_1_1_aether_1_1_physics2_d_1_1_common_1_1_physics_logic_1_1_real_explosion.html">RealExplosion</a></td></tr>
<tr class="memdesc:"><td class="mdescLeft">&#160;</td><td class="mdescRight">Creates a realistic explosion based on raycasting. Objects in the open will be affected, but objects behind static bodies will not. A body that is half in cover, half in the open will get half the force applied to the end in the open.  <a href="classnkast_1_1_aether_1_1_physics2_d_1_1_common_1_1_physics_logic_1_1_real_explosion.html#details">More...</a><br /></td></tr>
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<tr class="memitem:"><td class="memItemLeft" align="right" valign="top">class &#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classnkast_1_1_aether_1_1_physics2_d_1_1_common_1_1_physics_logic_1_1_simple_explosion.html">SimpleExplosion</a></td></tr>
<tr class="memdesc:"><td class="mdescLeft">&#160;</td><td class="mdescRight">Creates a simple explosion that ignores other bodies hiding behind static bodies.  <a href="classnkast_1_1_aether_1_1_physics2_d_1_1_common_1_1_physics_logic_1_1_simple_explosion.html#details">More...</a><br /></td></tr>
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Enumerations</h2></td></tr>
<tr class="memitem:a496b755e87788471cc6d0a353f3347fd"><td class="memItemLeft" align="right" valign="top"><a id="a496b755e87788471cc6d0a353f3347fd"></a>enum class &#160;</td><td class="memItemRight" valign="bottom"><b>ControllerCategory</b> { <br />
&#160;&#160;<b>None</b> = 0x00000000
, <b>Cat01</b> = 0x00000001
, <b>Cat02</b> = 0x00000002
, <b>Cat03</b> = 0x00000004
, <br />
&#160;&#160;<b>Cat04</b> = 0x00000008
, <b>Cat05</b> = 0x00000010
, <b>Cat06</b> = 0x00000020
, <b>Cat07</b> = 0x00000040
, <br />
&#160;&#160;<b>Cat08</b> = 0x00000080
, <b>Cat09</b> = 0x00000100
, <b>Cat10</b> = 0x00000200
, <b>Cat11</b> = 0x00000400
, <br />
&#160;&#160;<b>Cat12</b> = 0x00000800
, <b>Cat13</b> = 0x00001000
, <b>Cat14</b> = 0x00002000
, <b>Cat15</b> = 0x00004000
, <br />
&#160;&#160;<b>Cat16</b> = 0x00008000
, <b>Cat17</b> = 0x00010000
, <b>Cat18</b> = 0x00020000
, <b>Cat19</b> = 0x00040000
, <br />
&#160;&#160;<b>Cat20</b> = 0x00080000
, <b>Cat21</b> = 0x00100000
, <b>Cat22</b> = 0x00200000
, <b>Cat23</b> = 0x00400000
, <br />
&#160;&#160;<b>Cat24</b> = 0x00800000
, <b>Cat25</b> = 0x01000000
, <b>Cat26</b> = 0x02000000
, <b>Cat27</b> = 0x04000000
, <br />
&#160;&#160;<b>Cat28</b> = 0x08000000
, <b>Cat29</b> = 0x10000000
, <b>Cat30</b> = 0x20000000
, <b>Cat31</b> = 0x40000000
, <br />
&#160;&#160;<b>All</b> = int.MaxValue
<br />
 }</td></tr>
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